I started developing Tomb Raider 2 level viewer as a hobby project. My intention was to learn Unity3D rendering pipeline through comparative conversion of original Tomb Raider 2 rendering system.Which is mostly fixed function and procedural.It helped me to get deeper into mesh and animation representation structure of Unity3D. I represented Tomb Raider 2 data structure in C#. Which helped me to understand difference between managed and undamaged programing behavior.This cross platform level viewer can load any Tomb Raider II format file.It can play cut scene.It is able to export level / model in obj file. I will happily share my experience of this development. After some cleanups I have a plane to make it open source.Meanwhile creative feed backs are highly welcome So far I have implemented following features: It parses Tomb Raider 2 level data like models, animation, textures.Then it renders them back in unity3D. Tomb Raider's original rendering pipe line was fixed function. I converted it to modern data driven shader model. I used vertex buffer instead of separate geometry commands.Original UV mapping was texture Id based.That would required lots of texture load/unload to render triangles. Texture UV mapping was completely redone in Unity for vertex buffer support. I have used single texture to render every thing in the level.Which is way faster the original rendering process. In original file models were not defined in complete mesh.Model parts are stored separately.They were rearranged procedurally using attached position and rotation information. I have represented model's skeletal transformation hierarchy in unity3D. Original animation system was key frame based. I represented it to unity3D animation curve.You can watch it in http://www.youtube.com/watch?v=qmSC4v P.S. I titled this thread Tomb Raider Level Viewer Development In Unity3D instead of 'Tomb Raider 2 Parser Development In Unity3D'. I thought 'Level Viewer ' would be more friendlier then 'Parser'. I am going to upload my updated work demo.